History CCG: Comments

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History of the World is a customizable card game in the 4x genre (like Civilization): explore, expand, exploit, and exterminate. Raise cities and population, gather resources, build armies and wonders, research techs, and develop culture and social policies. Guide your civilization through the ages of mankind.

Notable features:

  • Multiple win conditions
  • Multiplayer friendly
  • Playing card suits and ranks
  • Conquer cities
  • Capture foreign citizens
  • Upgrade armies and terrains

Posting this here since I'm not sure there's another platform for developing new CCGs. Also since this is an entirely new game, everyone is welcome to join in its development and provide feedback to help make it playable and fun.

Fascinating. I love Through the Ages, and I rather enjoy Innovation though it's a pretty odd game. It does manage the multiple win condition ideas pretty well though.

Can I just clarify what you mean by saying "Playing card suits and ranks"? Is that as in the cards will be clubs, diamonds, hearts and spades, and will have a value from 2-10 J Q K A as well as whatever other text they have?

yes like Poker. There will be 5 suits and 12 ranks, for total 60 combinations. It will be used to decide outcomes of actions and combat, to discover random bonuses and events, and to tally up for city growth, research, and production.

Fair enough.

You say you want this to be a customisable card game. Were you thinking of having "houses"/"colours"/etc so that you can't just play "all the best cards together", or not? The flavour for something like that is a little tricky if you want to capture a broad sweep of history.

5 suits (yes they are colored differently to be easily distinguishable) represent the 5 factors of society: financial, cultural, martial, technological, and philosophical. Different parts of the game will pull you into different directions. So deckbuilding can be a learning curve.

Since I haven't nailed down all the rules yet, it's hard to tell what constitutes "all the best cards together". Of course, care must be taken to insure it's not easy to build crazy broken decks. Ideally it'll be more like a LCG such that every card is the same rarity, relatively balanced and fair and not feel like wasted cardboard. (e.g. there won't be a 3 damage spell for R and another for 6R.)

Posted an initial bare list of cards. Basic terrains, 1st age techs and units.

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